Night Warriors: Darkstalkers' Revenge/Anakaris: Difference between revisions

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== Normal Moves ==
== Normal Moves ==


'''Warp:''' Press back, back (only works when on the ground with your back to the wall)
Note worthy normals


'''Float:''' Press up
Standing MP can hit on the way up or on the way down, making it a possible anti-air


>'''Air Float:''' In air, press up
Standing HP is a long poke that can hit crouching opponents


'''Normal Jump:''' Press UB or UF
Standing LK is great for starting combos since it hits low and for dashing to apply pressure


>'''Triple Jump:''' In air, press UB or UF
Standing MK is a good range attack that hits crouching opponents
 
Standing HK's distance can be altered by pressing back or forward. It goes over low attacks but whiffs on crouching opponents
 
Crouching HP is his go-to anti-air since it cannot be airblocked, has great height and shrinks his hitbox
 
Crouching MK has excellent range, as much as Crouching HK
 
Jumping K's give Anakaris the ability to control the opponent's ground movement from the air


-Standing Normal Frame Data -
-Standing Normal Frame Data -

Revision as of 17:21, 2 May 2013

Introduction

Moves List

Normal Moves

Note worthy normals

Standing MP can hit on the way up or on the way down, making it a possible anti-air

Standing HP is a long poke that can hit crouching opponents

Standing LK is great for starting combos since it hits low and for dashing to apply pressure

Standing MK is a good range attack that hits crouching opponents

Standing HK's distance can be altered by pressing back or forward. It goes over low attacks but whiffs on crouching opponents

Crouching HP is his go-to anti-air since it cannot be airblocked, has great height and shrinks his hitbox

Crouching MK has excellent range, as much as Crouching HK

Jumping K's give Anakaris the ability to control the opponent's ground movement from the air

-Standing Normal Frame Data -


Name State Startup Hit adv Blk adv Buff Blk pos
Jab Close 6 +7 +5 y H/L
Far 6 +7 +5 y H/L
Strong Close 7[9] -3[+2] -5[0] y H/L
Far 7[9] -3[+2] -5[0] y H/L
Fierce Close 12 -6 -8 n H/L
Far 12 -6 -8 n H/L
Short Close 6 +7 +5 y L
Far 6 +7 +5 y L
Forward Close 8 -4 -6 n H/L
Far 8 -4 -6 n H/L
Roundhouse Close 12 -13 -15 n H/L
Far 12 -13 -15 n H/L
  • [] (on crouching opponents)


-Crouching Normal Frame Data -


Name State Startup Hit adv Blk adv Buff Blk pos
Jab crouching 6 +6 +4 y H/L
Strong crouching 6 -11 -13 y/n H/L
Fierce crouching 6 kd -31 y H/L
Short crouching 7 +7 +5 y L
Forward crouching 14 0 -2 n L
Roundhouse crouching 14 kd -3 n L


-Jumping Normal Frame Data -

>
Name State Startup Blk pos
Jab jumping 8 H
Strong jumping 10H
Fierce jumping 11 H
Short jumping 20 H
Forward jumping 8 H
Roundhouse jumping 8 H

Special Moves

Seija no Ayumi: Press F + MK

A slow command over-head that can be cancelled into during chain combos but will not combo.


Tombstone Drop: During jump, press d + K

Anakaris will drop down on his opponent with a pyramid. Useful for ending your jump to psych out the opponent right in front of them.


Tombstone Dive: During jump, press df + K

Anakaris' own dive kick maneuver - excellent for rush down, applying pressure and starting combos.


Kotodama Gaeshi (Inhale) - QCB + K (useable in air)

Anakaris inhales the opponent's projectile, beware this does not work with all projectiles in the game. The only ones that can be inhaled are Anakaris' Ouke no Sabaki, Rikuo/Aulbath's Sonic Wave & Poison Breath, Bishamon's Hane Na and Mukuro Fuuji, Demitri's Chaos Flare and Air Chaos Flare, Donovan's Blizzard Sword, Hsien-Ko/Lei-Lei's Anki Hou, Morrigan's Soul Fist and Air Soul Fist, Huitzil/Phobos' Mighty Launcher, Pyron's Sol Smasher and Air Sol Smasher and then finally he can inhale Sasquatch's Big Snow. Keepn in mind you have to inhale that particular projectile to use it so just because for example if you inhale Demitri's Air Chaos Flare then you can only use the Air Chaos Flare and not the regular grounded one, unless you inhale that as well. ES projectiles of the above mentioned can also be inhaled.


Kotodama Gaeshi (Exhale) - After swallowing a fireball, QCF + K (useable in air)[ES]

Anakaris will exhale the projectile he inhaled earlier. This can help for projectile wars, including inhaling one projectile gives you unlimited projectiles to exhale. You will have to use bar to exhale a ES projectile, but you do not have to inhale a ES projectile in order to use it. The same properties for each projectile applies here, including damage scaling. Due to the slow start-up they cannot be used in combos and should be used strictly for zoning and projectile wars only.


Hitsugi no Mai - Press LP+LK or MP+MK or HP+HK [ES]

Also known as the coffin drop, each version does the same damage but differs in where he drops the coffin. This attack is best used for controlling space and or trying to get a knockdown from a far. You can also move the drop slightly by pressing back or forward. LP + LK drops it about two character length's in front of him MP + MK drops it about three character length's in front of him HP + HK drops it about five character length's in front of him

The ES version drops multiple coffins for the same amount of damage in a succession of Hard, Medium, Hard, Light, Medium, Light, Hard, Medium. It does the same amount of damage and knocks down. It is possible to get a 2 hit juggle combo off of it. An OK move to use to put up a wall in front of you and further control your opponents' mobility, but there are better things you can use your meter on. This ES is done by pressing all 3P + 3K. However, you cannot alter the movement of this ES by pressing back or forward.


Ouke no Sabaki - In air, QCF + P [ES]

Also known as "the curse" this is a air only based projectile. Of course the further away you are the less damage it does. During the curse state the opponent is free to move but not attack, this opens up the possibility of free hits for Anakaris. However, certain moves are off limits during the curse state such as another Ouke no Sabaki, Mira Drop, Pharaoh Magic and Narakuna no Ana. Button strength used determines how long the opponent is cursed. LP - 1 second MP - 3 seconds HP - 6 seconds

The ES version fires a larger projectile that has a better chance of connecting with the opponent and leaves the opponent cursed for roughly 9 seconds. If done close, the damage on this is three times as much of the normal curse. Though from a far it barely does much more damage.


Cobra Blow - Press B, F + P [ES]

This special is rather similar to his standing HP, yet slightly more range. LP goes about half-screen, meanwhile MP/HP goes roughly more than half-screen for also more hits and damage. This attack will whiff on crouching opponents, unless done close where only the first hit will connect. If you hit a jumping opponent with this it will result in a knock down. LP is pretty safe in poke string situations but stay away from the others. This is Anakaris' only special he can combo.

ES version has the same reach as the HP version yet barely more. It too faces the same crouching constraints. The ES does multiple hits, more damage and knocks down both jumping and grounded opponents.


Mira Drop - QCF + P [ES]

This is essentially Anakaris' throw. Button strength determines only the distance and not the damage. Unlike other throws it will not connect at point-blank range and whiff crouching opponents. This special can be mashed for more damage. LP - goes two character lengths MP - goes three character lengths HP - goes five character lengths

The ES version does the same amount of damage if not mashed. If you do mash it does slightly more damage but the ES version has other benefits. it reaches about 5 character lengths in front of Anakaris, will connect at point-blank range, has quicker start-up and can grab crouching opponents.



Name Startup Hit adv Blk adv Blk pos
Seija no Ayumi 24[30] -1[+5] -3 H
Tombstone Drop 8 - - H
Tombstone Dive 8 - - H
  • [] (on crouching opponents)


-Special Move Frame Data -


Name Strength Startup Hit adv Blk adv Blk pos
Kotodama Gaeshi (Inhale) Short 5 - - -
Forward 5 - - -
Roundhouse 5 - - -
ES - - - -
Kotodama Gaeshi (Exhale) Short - - - -
Forward - - - -
Roundhouse - - - -
ES - - - -
Hitsugi no Mai LP+LK 30 kd - H/L
MP+MK 30 kd - H/L
HP+HK 30 kd - H/L
ES 30 kd - H/L
Ouke no Sabaki Jab 35 transform - H/L
Strong 35 transform - H/L
Fierce 35 transform - H/L
ES 35 transform - H/L
Cobra Blow Jab 10 +3 +1 H/L
Strong 10 -5 -7 H/L
Fierce 10 -13 -15 H/L
ES 10 kd -15 H/L
Mira Drop Jab 22 kd - UBK
Strong 25 kd - UBK
Fierce 29 kd - UBK
ES 19 kd - UBK
Pursuit Regular 38 - - -
ES 38 - - -


-Kotodama Gaeshi (Exhale) Move Frame Data-



Name Strength Startup Hit adv Blk adv Blk pos
Ouke no Sabaki Short 46 transform - H/L
Forward 46 transform - H/L
Roundhouse 46 transform - H/L
ES 46 transform - H/L
Sonic Wave Short 26 +55 +11 H/L
Forward 26 +55 +11 H/L
Roundhouse 26 +55 +11 H/L
ES 26 +55 +11 H/L
Poison Breath Short 36 +75 +21 H/L
Forward 36 +75 +21 H/L
Roundhouse 36 +75 +21 H/L
ES 36 +75 +21 H/L
Hane Na Short 26 +12 - H/L
Forward 26 +12 - H/L
Roundhouse 26 +12 - H/L
ES 26 kd - H/L
Mukuro Fuuji Short 26 stun - H/L
Forward 26 stun - H/L
Roundhouse 26 stun - H/L
ES 26 stun - H/L
Chaos Flare Short 26 +40 +4 H/L
Forward 26 +40 +4 H/L
Roundhouse 26 +40 +4 H/L
ES 26 kd +16 H/L
Air Chaos Flare Short 26 - - H/L
Forward 26 - - H/L
Roundhouse 26 - - H/L
ES 26 kd - H/L
Blizzard Sword Short 32 +63 +17 H/L
Forward 32 +63 +17 H/L
Roundhouse 32 +63 +17 H/L
ES 32 +63 +17 H/L
Anki Hou Short 26 +13 +11 H/L
Forward 26 +13 +11 H/L
Roundhouse 326 +13 +11 H
ES - - - -
Soul Fist Short 26 +13 +11 H/L
Forward 26 +13 +11 H/L
Roundhouse 26 +13 +11 H/L
ES 26 kd +37 H/L
Air Soul Fist Short 26 - - H/L
Forward 26 - - H/L
Roundhouse 26 - - H/L
ES 26 - - H/L
Mighty Launcher Short 27 kd +12 H/L
Forward 27 kd +12 H/L
Roundhouse 27 kd +12 H/L
ES 28 kd +29 H/L
Sol Smasher Short 26 kd +11 H/L
Forward 26 kd +11 H/L
Roundhouse 26 kd +11 H/L
ES 26 kd +37 H/L
Air Sol Smasher Short 26 - - H/L
Forward 26 - - H/L
Roundhouse 26 - - H/L
ES 26 - - H/L
Big Snow Short 26 +57 +11 H/L
Forward 26 +57 +11 H/L
Roundhouse 26 +57 +11 H/L
ES 26 +83 +37 H/L

Super Moves

Pharaoh Magic - Press MK, LP, D, LK, MP

A highly damaging, fully invincible projectile super. It cannot be comboed so its use strictly for punishment only.


Pharaoh Split - Press LP, LP, D, MK, HK

During this Anakaris' top body is a floating state where P buttons result in jumping P attacks and his legs move on their own and K buttons result in standing K normals. The start-up is completely invincible.


Naraku no Ana - HCF + 2K

An unblockable attack that results in a knock-down. This is not the safest move since it has tons of start-up, no invincibility and the fact it leaves the opponent rather close while you are recovering and only for about 20% damage.


-EX Move Frame Data -


Name Invincibility Startup Hit adv Blk adv Blk pos
Pharaoh Magic 0-38 38 kd +3 H/L
Pharaoh Split 0-88 88 - - -
Naraku no Ana 0 52 kd - UBK

The Basics

Combos

Crouching LP, LK, MP (1 hit), MK, HK - 5 hits, 26% damage

Dashing LK, link standing LP, LK, crouching MP, HK - 5 hits, 25% damage

Tombstone Dive, Standing LP, LK, crouching MP, HK - 5 hits, 26% damage

Standing close LK, ES Cobra Blow - 7 hits, 35% damage (tack on a ES pursuit for a possible 52% damage, you can also link a standing LK into another for a little more damage)

Advanced Strategy

Match-ups

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